Am 06.01.21 um 15:18 schrieb Joshua Ashton:
[SNIP]
For Vulkan we (both RADV and AMDVLK) use GTT as the total size.
Usage in modern games is essentially "bindless" so there is no way
to track at a per-submission level what memory needs to be
resident. (and even with tracking applications are allowed to use
all the memory in a single draw call, which would be unsplittable
anyway ...)
Yeah, that is a really good point.
The issue is that we need some limitation since 3/4 of system
memory is way to much and the max texture size test in piglit can
cause a system crash.
The alternative is a better OOM handling, so that an application
which uses to much system memory through the driver stack has a
more likely chance to get killed. Cause currently that is either X
or Wayland :(
Christian.
As I understand it, what is being exposed right now is essentially
max(vram size, 3GiB) limited by 3/4ths of the memory. Previously,
before the revert what was being taken was just max(3GiB, 3/4ths).
If you had < 3GiB of system memory that seems like a bit of an issue
that could easily leat to OOM to me?
Not really, as I said GTT is only the memory the GPU can lock at the
same time. It is perfectly possible to have that larger than the
available system memory.
In other words this is *not* to prevent using to much system memory,
for this we have an additional limit inside TTM. But instead to have
a reasonable limit for applications to not use to much memory at the
same time.
Worth noting that this GTT size here also affects the memory reporting
and budgeting for applications. If the user has 1GiB of total system
memory and 3GiB set here, then 3GiB will be the budget and size
exposed to applications too...
Yeah, that's indeed problematic.
(On APUs,) we really don't want to expose more GTT than system memory.
Apps will eat into it and end up swapping or running into OOM or
swapping *very* quickly. (I imagine this is likely what was being run
into before the revert.)
No, the issue is that some applications try to allocate textures way
above some reasonable limit.
Alternatively, in RADV and other user space drivers like AMDVLK, we
could limit this to the system memory size or 3/4ths ourselves.
Although that's kinda gross and I don't think that's the correct path...
Ok, let me explain from the other side: We have this limitation because
otherwise some tests like the maximum texture size test for OpenGL
crashes the system. And this is independent of your system configuration.
We could of course add another limit for the texture size in
OpenGL/RADV/AMDVLK, but I agree that this is rather awkward.
Are you hitting on something smaller than 3/4ths right now? I
remember the source commit mentioned they only had 1GiB of system
memory available, so that could be possible if you had a carveout of
< 786MiB...
What do you mean with that? I don't have a test system at hand for
this if that's what you are asking for.
This was mainly a question to whoever did the revert. The question to
find out some extra info about what they are using at the time.
You don't need a specific system configuration for this, just try to run
the max texture size test in piglit.
Regards,
Christian.
- Joshie 🐸✨
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